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https://github.com/TorqueGameEngines/Torque3D.git
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update assimp lib
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parent
03a348deb7
commit
d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions
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@ -3,7 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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@ -59,10 +59,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <memory>
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using namespace Assimp;
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namespace Assimp {
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using namespace std;
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static const aiImporterDesc desc = {
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static constexpr aiImporterDesc desc = {
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"BlitzBasic 3D Importer",
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"",
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"",
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@ -79,9 +79,9 @@ static const aiImporterDesc desc = {
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#pragma warning(disable : 4018)
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#endif
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//#define DEBUG_B3D
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// #define DEBUG_B3D
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template<typename T>
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template <typename T>
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void DeleteAllBarePointers(std::vector<T> &x) {
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for (auto p : x) {
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delete p;
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@ -116,7 +116,7 @@ void B3DImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
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// Check whether we can read from the file
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if (file.get() == nullptr) {
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if (file == nullptr) {
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throw DeadlyImportError("Failed to open B3D file ", pFile, ".");
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}
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@ -150,7 +150,7 @@ AI_WONT_RETURN void B3DImporter::Fail(const string &str) {
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadByte() {
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if (_pos > _buf.size()) {
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if (_pos >= _buf.size()) {
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Fail("EOF");
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}
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@ -253,7 +253,7 @@ size_t B3DImporter::ChunkSize() {
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template <class T>
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T *B3DImporter::to_array(const vector<T> &v) {
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if (v.empty()) {
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return 0;
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return nullptr;
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}
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T *p = new T[v.size()];
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for (size_t i = 0; i < v.size(); ++i) {
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@ -266,7 +266,7 @@ T *B3DImporter::to_array(const vector<T> &v) {
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template <class T>
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T **unique_to_array(vector<std::unique_ptr<T>> &v) {
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if (v.empty()) {
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return 0;
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return nullptr;
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}
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T **p = new T *[v.size()];
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for (size_t i = 0; i < v.size(); ++i) {
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@ -329,7 +329,7 @@ void B3DImporter::ReadBRUS() {
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mat->AddProperty(&i, 1, AI_MATKEY_TWOSIDED);
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}
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//Textures
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// Textures
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for (int i = 0; i < n_texs; ++i) {
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int texid = ReadInt();
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if (texid < -1 || (texid >= 0 && texid >= static_cast<int>(_textures.size()))) {
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@ -372,7 +372,7 @@ void B3DImporter::ReadVRTS() {
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}
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if (_vflags & 2) {
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ReadQuat(); //skip v 4bytes...
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ReadQuat(); // skip v 4bytes...
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}
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for (int j = 0; j < _tcsets; ++j) {
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@ -418,7 +418,6 @@ void B3DImporter::ReadTRIS(int v0) {
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ASSIMP_LOG_ERROR("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2);
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#endif
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Fail("Bad triangle index");
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continue;
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}
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face->mNumIndices = 3;
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face->mIndices = new unsigned[3];
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@ -617,7 +616,7 @@ void B3DImporter::ReadBB3D(aiScene *scene) {
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} else if (chunk == "BRUS") {
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ReadBRUS();
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} else if (chunk == "NODE") {
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ReadNODE(0);
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ReadNODE(nullptr);
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}
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ExitChunk();
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}
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@ -642,7 +641,7 @@ void B3DImporter::ReadBB3D(aiScene *scene) {
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int n_tris = mesh->mNumFaces;
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int n_verts = mesh->mNumVertices = n_tris * 3;
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aiVector3D *mv = mesh->mVertices = new aiVector3D[n_verts], *mn = 0, *mc = 0;
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aiVector3D *mv = mesh->mVertices = new aiVector3D[n_verts], *mn = nullptr, *mc = nullptr;
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if (_vflags & 1) {
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mn = mesh->mNormals = new aiVector3D[n_verts];
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}
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@ -705,22 +704,22 @@ void B3DImporter::ReadBB3D(aiScene *scene) {
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}
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}
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//nodes
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// nodes
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scene->mRootNode = _nodes[0];
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_nodes.clear(); // node ownership now belongs to scene
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//material
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// material
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if (!_materials.size()) {
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_materials.emplace_back(std::unique_ptr<aiMaterial>(new aiMaterial));
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}
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scene->mNumMaterials = static_cast<unsigned int>(_materials.size());
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scene->mMaterials = unique_to_array(_materials);
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//meshes
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// meshes
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scene->mNumMeshes = static_cast<unsigned int>(_meshes.size());
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scene->mMeshes = unique_to_array(_meshes);
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//animations
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// animations
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if (_animations.size() == 1 && _nodeAnims.size()) {
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aiAnimation *anim = _animations.back().get();
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@ -739,4 +738,6 @@ void B3DImporter::ReadBB3D(aiScene *scene) {
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flip.Execute(scene);
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}
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} // namespace Assimp
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#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER
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@ -2,7 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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